The length of this Transition, in milliseconds.
This may only be changed prior to starting the transition or
after the transition has ended. If changed during a transition then
the change will not take effect until the next transition.

javafx.animation.transition.Transition

Controls the timing for acceleration and deceleration at each
transition cycle.

Controls the timing for acceleration and deceleration at each
transition cycle. This may only be changed prior to starting the
transition or after the transition has ended. If changed during
a transition then the change will not take effect until the next
transition.

javafx.animation.Timeline

Defines whether this animation reverses direction on alternating
cycles.
If true, the animation will proceed forward on
the first cycle, then reverses on the second cycle, and so on.
Otherwise, animation will loop such that each cycle proceeds
forward from the initial KeyFrame.

Read-only variable to indicate current direction/speed at which the
Timeline is being played.

Read-only variable to indicate current direction/speed at which the
Timeline is being played.

currentRate is not necessary equal to rate.
currentRate is set to 0.0 when animation is paused
or stopped. currentRate may also point to different direction
during reverse cycles when autoReverse is true

The maximum framerate at which this animation will run, in frames per
second.

The maximum framerate at which this animation will run, in frames per
second. This can be used, for example, to keep particularly complex
Timelines from over-consuming system resources.
By default, a Timeline's framerate is not explicitly limited, meaning
the Timeline will run at an optimal framerate for the underlying
platform.

Defines the sequence of KeyFrames in this animation.
If a KeyFrame is not provided for the time==0s
instant, one will be synthesized using the target values
that are current at the time play() or playFromStart()
is called.

Defines the direction/speed at which the Timeline is expected to
be played.

Defines the direction/speed at which the Timeline is expected to
be played.

The absolute value of rate indicates the speed which the Timeline
is to be played, while the sign of rate indicates the direction.
A postive value of rate indicates forward play, a negative value
indicates backward play and 0.0 to stop a running timeline.

Subclasses invoke this function to mark the Transition as dirty and in
need of rebuilding the keyFrames for the transition.

Subclasses invoke this function to mark the Transition as dirty and in
need of rebuilding the keyFrames for the transition. This function only
marks the state as dirty, a subsequent call to rebuild() is
necessary to actually rebuild the keyframes. Generally this is done
automatically when an animation is started, but can be forced if
semantics require it.

Returns

Boolean

&nbsp;

publicplay()
:
Void

Starts or resumes this Transition.

Starts or resumes this Transition. It is a no-op if already
running.

Profile: common

&nbsp;

publicplayFromStart()
:
Void

A convenience function which plays this Transition from the
initial position in the forward direction.

A convenience function which plays this Transition from the
initial position in the forward direction.

Stops the Transition and then marks it dirty so that on the next
run of the transition, it will be rebuilt.

Stops the Transition and then marks it dirty so that on the next
run of the transition, it will be rebuilt.

Profile: common

&nbsp;

javafx.animation.Timeline

publicpause()
:
Void

Pauses the animation.

Pauses the animation. If the animation is not currently running,
this method has no effect.

Note:

pause() is an asynchronous call, timeline may not pause
immediately.

Profile: common

&nbsp;

publicplay()
:
Void

Plays Timeline from current position in the direction indicated
by rate.

Plays Timeline from current position in the direction indicated
by rate. If the timeline is running, it has no effect.

When rate > 0 (forward play), if a Timeline is already
positioned at the end, the first cycle will not be played, it is
considered to have already finished. This also applies to a
backward (rate < 0) cycle if a timeline is positioned at the
beginning. However, if the Timeline has repeatCount > 1,
following cycle(s) will be played as usual.

When Timeline reaches the end, Timeline is stopped
and the play head remains at the end.

To play a Timeline backwards from the end:
timeline.rate = negative rate
timeline.time = overall duration of timeline
timeline.play()